Quote:
Originally Posted by Varyon
It's also important to keep in mind that they track things a bit differently. Strength in DnD covers a mix of GURPS ST (aside from HP) as well as some of GURPS DX and HT (striking in melee combat, as well as a few skills IIRC), Dexterity covers a mix of GURPS DX (aside from striking in melee combat) and some HT (mainly its contribution to Basic Speed), Constitution covers GURPS HT and a touch of ST (HP), Wisdom roughly maps to both GURPS Per and Will (with a bit of IQ in the mix), Intelligence covers some of GURPS IQ (the intellectual bits) but also calls for more non-combat skills and languages, and Charisma covers some parts of GURPS IQ (the social skills) as well as Reaction Modifiers. As ericthered notes, generally speaking every +1 modifier for a DnD stat corresponds to a +1 to the stat itself in GURPS (DnD Str 11 is +0, so roughly GURPS ST 10; DnD Wis 17 is +3, so roughly GURPS Per 13 and Will 13).
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As a long time GM of D&D (going back to AD&D1) and GURPS (1986) I would disagree with much of that especially for the real early versions where a sword did the same amount of damage if you swung or thrust it.
More over since D&D uses a d20 for hinting and many other dice for damage while GURPS uses a d6 a +1 in D&D does
not equate to a +1 in GURPS
The
D&D to GURPS sheet (which in print form goes a back to late 1980s). Because of the many variations it glosses over the differences and "cuts to the chase" and even then it is long.
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